TENUKIS v0.5.1
動画からは違いが分かりにくいところですが、まず目に見える違いとして、時間を計測することにしました。
時間の計測には datetime.timedelta を用いてます。便利ですね。そして、 timedelta.__str__() は長ったらしい形式だったり精度が過剰だったりするんですが、 Python は文字列の切り出しが簡単でいいですね。自分でクラスを作るときも、冗長なテキストを出力するようにすれば切り出しで合理化できそう。
で、従来は消えたとき等の待ち時間について pygame.time.wait を使っていたのですが、それだと時計が止まって見えてしまうので、自前の wait を用意しました。実際には tick を wait 回呼び出すだけなんですけど。ただ、この tick も、その度に時計を描画したりするために、独自の tick を用意しました。
で、それとも多少関係するところで、キー入力については独自のクラスに処理をさせるようにしました。毎フレームの入力状態をチェックして、メインループからは簡単なチェックで処理できるように。
実は v0.4 までは、ミノを回転させた状態で登場させる処理がしばしば入力ミスになっていて、原因不明なるも入力周りを刷新しようと思っていました。で、今回改変したところ、特に理由はわからないのですが*1、正しく処理されるようになりました。うーむ…。
ソースコードは下記。ただし動画撮影時はこれ以上に汚いコードでした。(なので動画は v0.5 , この記事は v0.5.1 なのです。)
# -*- coding:utf-8 -*- import pygame from pygame.locals import * import random from datetime import timedelta SCR_W = 320 # 表示ウィンドウの横幅 SCR_H = 240 # 表示ウィンドウの縦幅 KEY_ROTATE_R = K_KP2 KEY_ROTATE_L1 = K_KP1 KEY_ROTATE_L2 = K_KP3 BG_COLOR = pygame.Color(128,128,128) #MINO_SET = [MinoT, MinoI, MinoO, MinoZ, MinoS, MinoL, MinoJ] MINO_COLORS = [(173, 216, 230, 255), (251, 182, 182, 255), (251, 251, 182, 255), (182, 251, 182, 255), (223, 186, 246, 255), (251, 226, 182, 255), (182, 182, 251, 255)] MINO_SETTLED_COLORS = [(215, 236, 243, 255), (254, 204, 204, 255), (254, 254, 204, 255), (204, 254, 204, 255), (234, 207, 251, 255), (254, 237, 204, 255), (204, 204, 254, 255)] # MINO_COLORS各色をhslaのlにつき10%増やした物 class Mino: """ テトラミノの基底クラス """ blocks = None # blocksは左上を(0,0)とするブロックの配置 ( ( (x1,y1),(x2,y2)...),... ) の形式 appearance_at = (3,1) #出現場所 color_id = 1 def __init__(self, field): self.field = field self.position = [i for i in self.appearance_at] self.rotation = 0 #現在の回転位置 def get_blocks(self): """ 現在の回転位置に基づくblock """ return self.blocks[self.rotation] def get_block_positions(self): """ 現在の各blockのfield上の座標 """ return [(self.position[0]+block[0], self.position[1]+block[1]) for block in self.get_blocks()] def can_alive(self, blocks, position, field): """ position,blocks で定義されたブロック群が field で存在しうるか """ for block in blocks: p = (block[0]+position[0], block[1]+position[1]) if p[0]<0: return False try: b = field[p[1]][p[0]] if b != None: return False except IndexError: return False return True def rotate_r(self): """ selfを右回転させる。 """ if self.can_alive(self.blocks[(self.rotation+1)%len(self.blocks)], self.position, self.field): self.rotation = (self.rotation+1)%len(self.blocks) return True elif self.can_alive(self.blocks[(self.rotation+1)%len(self.blocks)], (self.position[0]+1, self.position[1]), self.field): self.position[0] += 1 self.rotation = (self.rotation+1)%len(self.blocks) return True elif self.can_alive(self.blocks[(self.rotation+1)%len(self.blocks)], (self.position[0]-1, self.position[1]), self.field): self.position[0] -= 1 self.rotation = (self.rotation+1)%len(self.blocks) return True else: return False def rotate_l(self): """ selfを左回転させる。 """ if self.can_alive(self.blocks[(self.rotation-1)%len(self.blocks)], self.position, self.field): self.rotation = (self.rotation-1)%len(self.blocks) return True elif self.can_alive(self.blocks[self.rotation-1], (self.position[0]+1, self.position[1]), self.field): self.position[0] += 1 self.rotation = (self.rotation-1)%len(self.blocks) return True elif self.can_alive(self.blocks[self.rotation-1], (self.position[0]-1, self.position[1]), self.field): self.position[0] -= 1 self.rotation = (self.rotation-1)%len(self.blocks) return True else: return False def move_r(self): if self.can_alive(self.blocks[self.rotation], (self.position[0]+1, self.position[1]), self.field): self.position[0] += 1 return True else: return False def move_l(self): if self.can_alive(self.blocks[self.rotation], (self.position[0]-1, self.position[1]), self.field): self.position[0] -= 1 return True else: return False def fall(self): fell = False # 1行でも落ちたか否か while self.can_alive( self.blocks[self.rotation], (self.position[0], self.position[1]+1), self.field): self.position[1] += 1 if not fell: fell = True return fell class MinoT(Mino): color_id = 0 blocks = (((0,1),(1,1),(2,1),(1,2)), #T ((1,0),(0,1),(1,1),(1,2)), ((1,1),(0,2),(1,2),(2,2)), ((1,0),(1,1),(2,1),(1,2))) #ト class MinoI(Mino): color_id = 1 blocks = (((0,1),(1,1),(2,1),(3,1)), ((2,0),(2,1),(2,2),(2,3))) def rotate_r(self): if self.can_alive(self.blocks[1-self.rotation], self.position, self.field): self.rotation = 1-self.rotation return True else: return False def rotate_l(self): return self.rotate_r() class MinoO(Mino): color_id = 2 appearance_at = (4,2) blocks = [[(0,0),(0,1),(1,0),(1,1)]] def rotate_r(self): return False def rotate_l(self): return False class MinoZ(Mino): color_id = 3 blocks = (((0,1),(1,1),(1,2),(2,2)), ((2,0),(1,1),(2,1),(1,2))) def rotate_r(self): if self.can_alive(self.blocks[1-self.rotation], self.position, self.field): self.rotation = 1-self.rotation return True elif self.can_alive(self.blocks[1-self.rotation], (self.position[0]-1,self.position[1]), self.field): self.position[0] -= 1 self.rotation = 1-self.rotation return True elif self.can_alive(self.blocks[1-self.rotation], (self.position[0]+1,self.position[1]), self.field): self.position[0] += 1 self.rotation = 1-self.rotation return True else: return False def rotate_l(self): return self.rotate_r() class MinoS(Mino): color_id = 4 blocks = (((1,1),(2,1),(0,2),(1,2)), ((0,0),(0,1),(1,1),(1,2))) def rotate_r(self): if self.can_alive(self.blocks[1-self.rotation], self.position, self.field): self.rotation = 1-self.rotation return True elif self.can_alive(self.blocks[1-self.rotation], (self.position[0]+1,self.position[1]), self.field): self.position[0] += 1 self.rotation = 1-self.rotation return True elif self.can_alive(self.blocks[1-self.rotation], (self.position[0]-1,self.position[1]), self.field): self.position[0] -= 1 self.rotation = 1-self.rotation return True else: return False def rotate_l(self): return self.rotate_r() class MinoL(Mino): color_id = 5 blocks = (((0,1),(1,1),(2,1),(0,2)), ((0,0),(1,0),(1,1),(1,2)), ((2,1),(0,2),(1,2),(2,2)), ((1,0),(1,1),(1,2),(2,2))) #L def rotate_r(self): if self.rotation == 0: if self.can_alive(self.blocks[1], self.position, self.field): self.rotation = 1 return True elif self.can_alive(self.blocks[1], (self.position[0]-1,self.position[1]), self.field): self.rotation = 1 self.position[0] -= 1 else: return False else: return Mino.rotate_r(self) def rotate_l(self): if self.rotation == 0: for i in xrange(3): if self.can_alive(self.blocks[3], (self.position[0]-i, self.position[1]), self.field): self.position[0] -= i self.rotation = 3 return True return False else: return Mino.rotate_l(self) class MinoJ(Mino): color_id = 6 blocks = (((0,1),(1,1),(2,1),(2,2)), ((1,0),(1,1),(0,2),(1,2)), # 」 ((0,1),(0,2),(1,2),(2,2)), ((1,0),(2,0),(1,1),(1,2))) #「 def rotate_r(self): if self.rotation == 0: for i in xrange(3): if self.can_alive(self.blocks[1], (self.position[0]+i, self.position[1]), self.field): self.position[0] += i self.rotation = 1 return True return False elif self.rotation == 3: if self.can_alive(self.blocks[0], self.position, self.field): self.rotation = 0 return True elif self.can_alive(self.blocks[3], (self.position[0]-1,self.position[1]), self.field): self.position[0] -= 1 self.rotation = 0 return True elif (self.can_alive(self.blocks[3], (self.position[0]+1,self.position[1]), self.field) and self.can_alive( [[2,2]], self.position, self.field )): self.position[0] += 1 self.rotation = 0 return True else: return False else: return Mino.rotate_r(self) def rotate_l(self): if self.rotation == 0: if self.can_alive(self.blocks[3], self.position, self.field): self.rotation = 3 return True elif self.can_alive(self.blocks[3], (self.position[0]+1,self.position[1]), self.field): self.rotation = 3 self.position[0] += 1 return True else: return False elif self.rotation == 1: if self.can_alive(self.blocks[0], self.position, self.field): self.rotation = 0 return True elif self.can_alive(self.blocks[0], (self.position[0]-1, self.position[1]), self.field): self.rotation = 0 self.position[0] -= 1 return True elif (self.can_alive(self.blocks[0], (self.position[0]+1, self.position[1]), self.field) and self.can_alive([[2,2]], self.position, self.field)): self.rotation = 0 self.position[0] += 1 return True else: return False else: return Mino.rotate_l(self) class MinoGenerator: def __init__(self, field): self.c = 0 self.field = field random.shuffle(MinoGenerator.kinds) kinds = [MinoT, MinoI, MinoO, MinoZ, MinoS, MinoL, MinoJ] def next(self): self.c += 1 if self.c > len(MinoGenerator.kinds)-1: self.c = self.c % len(MinoGenerator.kinds) random.shuffle(MinoGenerator.kinds) return (MinoGenerator.kinds[self.c])(self.field) class RenderableNumber(): def __init__(self, screen, title, position, font_size=24, value=0): self.font = pygame.font.Font(None, font_size) self.screen = screen self._value = value self.title = title self.position = position def get(self): return self._value def set(self, v): self._value = v self.render() def __iadd__(self, v): self.set(self._value + v) return self def render(self): v = self.font.render( self.title+" : "+str(self.get()), True, (255,255,255), BG_COLOR) self.screen.fill( BG_COLOR, (self.position, (v.get_width()+self.font.get_height(), self.font.get_height())) ) self.screen.blit( v, self.position) class Score(RenderableNumber): def __init__(self, screen): self.font = pygame.font.Font(None, 32) # フォントを読み込む self.screen = screen self._value = 0 self._text = self.font.render("score", True, (255,255,255)) self.screen.blit( self._text, (260,0)) self.render() def render(self): v = self.font.render( str(self.get()), True, (255,255,255), (128,128,128)) self.screen.fill( BG_COLOR, ((self.screen.get_width()-v.get_width()-30, 32), (v.get_width()+30, 32)) ) self.screen.blit( v, (self.screen.get_width() - v.get_width()-5, 32)) class Game(): """ 1ゲーム """ FPS = 60 #frame per second MSPF = 1000/FPS #milliseconds per frame MAX_ASOBI = 47 #設置後固定までのフレーム数 MAX_DELETE_TIME = 8 #列が消える場合の次ミノ落下までのフレーム数 MAX_WAIT_BEFORE_MINO = 25 #設置(&削除)後、次のミノの登場までのフレーム数 WIDTH = 10 HEIGHT = 20 def __init__(self, screen, block_size=10): self.screen = screen self.block_size = block_size self.surface = pygame.Surface(( block_size*Game.WIDTH, block_size*Game.HEIGHT )) self.next_surface = pygame.Surface(( block_size*4, block_size*4 )) #次ミノ表示 self.clock = pygame.time.Clock() self.asobi = Game.MAX_ASOBI self.max_asobi = Game.MAX_ASOBI self.delete_time = Game.MAX_DELETE_TIME self.wait_before_mino = Game.MAX_WAIT_BEFORE_MINO self.field = [[ None for i in range(Game.WIDTH)] for j in range(Game.HEIGHT+2)] #10*20のマス。Noneが空、[0-6]が色。 self.minogen = MinoGenerator( self.field ) self.mino = self.minogen.next() self.next_mino = self.minogen.next() self.score = Score(self.screen) self.mino_length = RenderableNumber(self.screen, "mino", (200,160)) self.deleted_length = RenderableNumber(self.screen, "line", (200, 190)) self.controller = ControllerManager() self.start_time = pygame.time.get_ticks() #これとの差分から経過時間を。 self.sounds = { "appear0": pygame.mixer.Sound("appear0.wav"), "appear1": pygame.mixer.Sound("appear1.wav"), "rotate_r": pygame.mixer.Sound("rotate_r.wav"), "rotate_l": pygame.mixer.Sound("rotate_l.wav"), "delete0": pygame.mixer.Sound("delete0.wav"), "delete1": pygame.mixer.Sound("delete1.wav"), "delete2": pygame.mixer.Sound("delete2.wav"), "delete3": pygame.mixer.Sound("delete3.wav"), "delete4": pygame.mixer.Sound("delete4.wav"), "fall": pygame.mixer.Sound("fall.wav") } self.render() self.render_next() def main_loop(self): while(True): if pygame.event.get(QUIT) or self.controller.to_quit(): return if self.mino: self.tick() #FPS #遊びを減らす self.asobi -= 1 if self.asobi < 0: self.settle_and_next() self.render() next else: #回転→移動、順らしい。 #回転処理等 if self.controller.to_rotate_r(): self.rotate_r() elif self.controller.to_rotate_l(): self.rotate_l() if self.controller.to_settle(): self.settle_and_next() #移動処理 if self.controller.to_move_l(): self.move_l() elif self.controller.to_move_r(): self.move_r() if self.fall(): self.sounds["fall"].stop() self.sounds["fall"].play() self.render() next def settle_and_next(self): """ self.mino を self.field に固定し、新ミノを出す """ for block in self.mino.get_block_positions(): self.field[block[1]][block[0]] = self.mino.__class__.color_id self.mino = None self.render() if self.delete_line(): #delete_line()は消える列があれば消してTrueを返す self.render() self.wait( self.delete_time ) self.wait( (self.wait_before_mino) ) self.mino = self.next_mino self.asobi = self.max_asobi #回転チェック pygame.event.pump() #おまじない kp = pygame.key.get_pressed() if kp[KEY_ROTATE_R]: if self.mino.rotate_r(): self.sounds["rotate_r"].play() else: self.sounds["appear0"].play() elif kp[KEY_ROTATE_L1] or kp[KEY_ROTATE_L2]: if self.mino.rotate_l(): self.sounds["rotate_l"].play() else: self.sounds["appear1"].play() else: if random.randint(0,1): self.sounds["appear0"].play() else: self.sounds["appear1"].play() self.next_mino = self.minogen.next() self.render_next() pygame.event.clear() self.mino_length += 1 if not self.mino.can_alive(self.mino.get_blocks(), self.mino.position, self.field): #将来的にはコード変えたい。 self.render() pygame.display.flip() raise GameOver( self.score.get(), self.deleted_length.get(), self.mino_length.get(), timedelta(milliseconds=pygame.time.get_ticks()-self.start_time) ) self.fall() return def delete_line(self): """ 列を消す。消した列数を返す。 """ deleted = 0 for line in xrange(len(self.field)): is_filled = True for block in self.field[line]: if block == None: is_filled = False if is_filled: del self.field[line] self.field.insert(0, [None for i in xrange(self.WIDTH)]) deleted += 1 if deleted: self.score += [0,100,300,700,1200][deleted] #点数 pd = self.deleted_length.get() self.deleted_length += deleted if pd/10 < self.deleted_length.get()/10: #桁が増えたとき self.max_asobi -= 1 if self.deleted_length.get()/10 % 5 == 0: #50行ごとに待ち時間を減らす self.wait_before_mino -= 1 self.sounds["delete"+str(deleted)].play() return deleted def move_l(self): self.mino.move_l() def move_r(self): self.mino.move_r() def rotate_l(self): self.mino.rotate_l() def rotate_r(self): self.mino.rotate_r() def fall(self): if self.mino.fall(): self.asobi = self.max_asobi return True else: return False def tick(self): """ 1 フレーム """ self.clock.tick( Game.FPS ) #FPS #入力状態の処理 self.controller.update() #時計の描画 position = (200,100) v = (pygame.font.Font(None, 18)).render( str(timedelta(milliseconds=pygame.time.get_ticks()-self.start_time))[2:-3], True, (255,255,255), BG_COLOR) self.screen.fill( BG_COLOR, (position, (v.get_width()+10, 18)) ) self.screen.blit( v, position) pygame.display.flip() def wait(self, frame): for i in xrange(frame): self.tick() def _render_block(self, position, color): """ position = (x,y) のマスを描画する """ pygame.draw.rect(self.surface, color, pygame.Rect( # (self.block_size*position[0], self.block_size*(position[1]-2)), (self.block_size*position[0], self.block_size*(position[1])), (self.block_size, self.block_size) )) def render(self): """ メイン画面を描画する。ただし実際の描画はGame.tickで。 """ self.surface.fill( (0,0,0) ) # 固定済みブロックの描画 for ln in xrange(len(self.field)-2): line = ln+2 for masu in xrange(len(self.field[line])): if( self.field[line][masu] != None ): self._render_block( (masu, line-2), MINO_SETTLED_COLORS[self.field[line][masu]] )#(220,220,220) ) # 操作中のミノの表示 if self.mino: for block in self.mino.get_block_positions(): self._render_block( (block[0], block[1]-2), MINO_COLORS[self.mino.color_id])#(255,255,255) ) # screen に書き付ける。 self.screen.blit(self.surface, (10,20)) #pygame.display.flip() def render_next(self): """ 次ミノを描画する """ self.next_surface.fill((0,0,0)) for block in self.next_mino.blocks[0]: pygame.draw.rect(self.next_surface, MINO_COLORS[self.next_mino.color_id], pygame.Rect( (self.block_size*block[0], self.block_size*block[1]), (self.block_size, self.block_size) )) self.screen.blit(self.next_surface, (120,20)) pygame.display.flip() class GameOver(Exception): def __init__(self, score,line,mino,time): self.score = score self.line = line self.mino = mino self.time = time def __str__(self): return "GAME OVER -- socre:" + str(self.score) class ControllerManager: ASOBI = 6 #移動の遊び def __init__(self): self._state = { "quit" : False, "rotate_r" : False, "rotate_l" : False, "move_r" : False, "move_l" : False, "settle" : False } self.asobi = ControllerManager.ASOBI def update(self): for item in self._state: self._state[item] = False for event in pygame.event.get(KEYDOWN): if event.key == K_ESCAPE: self._state["quit"] = True elif event.key == KEY_ROTATE_R: self._state["rotate_r"] = True elif (event.key == KEY_ROTATE_L1 or event.key == KEY_ROTATE_L2): self._state["rotate_l"] = True elif event.key == K_DOWN: self._state["settle"] = True pygame.event.clear(KEYDOWN) pygame.event.pump() #おまじない kp = pygame.key.get_pressed() if kp[K_LEFT]: if self.asobi == ControllerManager.ASOBI: #コンコン self._state["move_l"] = True if self.asobi > 0: self.asobi -= 1 else: self._state["move_l"] = True elif kp[K_RIGHT]: if self.asobi == ControllerManager.ASOBI: #コンコン self._state["move_r"] = True if self.asobi > 0: self.asobi -= 1 else: self._state["move_r"] = True else: self.asobi = ControllerManager.ASOBI def to_quit(self): return self._state["quit"] def to_rotate_r(self): return self._state["rotate_r"] def to_rotate_l(self): return self._state["rotate_l"] def to_move_r(self): return self._state["move_r"] def to_move_l(self): return self._state["move_l"] def to_settle(self): return self._state["settle"] def main(): pygame.mixer.pre_init(channels=1, buffer=1024) pygame.init() # pygameの初期化 screen = pygame.display.set_mode( (SCR_W, SCR_H) ) # 画面を作る pygame.display.set_caption('TENUKIS') # タイトル screen.fill( BG_COLOR ) pygame.display.flip() game = Game(screen) try: game.main_loop() except GameOver as go: pygame.time.wait(1000) print "Score:%d by %d lines from %d minos in %s" % (go.score, go.line, go.mino, str(go.time)[:-3]) return if __name__ == '__main__': main() # end of file
*1:たぶん event.clear のタイミングとかだと思うんですけど。